/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Public/ControlRigSequencerEditorLibrary.h
Rename the Control Rig Channels in Sequencer to the specified new control names, which should be present on the Control Rig
Return true if the function succeeds, false if it doesn't which can happen if the name arrays don't match in size or any of the new Control Names aren't valid
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Control Rig") static bool RenameControlRigControlChannels ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence, [UControlRig](API\Plugins\ControlRig\UControlRig) * InControlRig, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InOldControlNames, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNewControlNames )